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Stig92

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About Stig92

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  1. I'm bit worried what new EU copyright directives are going to do. To my understanding they cause a platform to be legally responsible for copyrighted material being posted on them, so if someone builds and X-wing in DU would that be copyrighted material that could be targeted and how much risk would DU face with thousands of people building things. That is the stupidity and major reason the laws are resisted. Most of the attention is about social media, but wouldn't the sharing of such designs in MMO count too just as much. Also George Lucas sold star wars so it would be Lucasfilm/Disney that would have claim on you for doing anything with their copyright, or some random company somehow holding rights for them like with Warner Chambel claiming Vader fan film, because they decided that three seconds of original music sounded too much like star wars music. Frankly, I think that is much force than Lucas having the rights. ------------------------------------------------------------------------------------ As for the devblog, I focused largely on the safe area concept. As much as I'd like to build my things without constant worry, taking that too far might be a problem for MMO. We don't want people just putting together fleets in safe zones and going out to battle for fun but unable to reach the most important things of enemies. For starters, I think that the Arkification Token: idea seems too much, especially the ability to put it anywhere. Just slap one large resource area or organization HQ and you've gotten a bit too large of an area. The Alien Ruins: would seem a more reasonable option for adding safe zones in the common universe. Basically, if devs feel the arkship safe zone (and was there some sanctuary moon?) isn't enough they can add a safe zone elsewhere and the "alien ruins" concept would effectively be an in-game lore/game mechanics reason instead of just pointing at a place and saying here. I also like the idea that players would need to rebuild or -activate the thing. Perhaps there is an ancient alien security system at the middle of some ruins of a city or outpost, and restoring power to the security system makes that a safe zone. (also discovering alien ruins might be an interesting gameplay mechanic to discover some technologies/element blueprints. Added a new system in a patch? Dump few ruins in the universe with bits of data that can start research.) I would, however, add either some mechanic to prevent one player or organization from taking the whole "alien ruins" safe zone, perhaps a limit that one organization can have, or making the restoration process such that others have a chance to claim it. Make it so that restoration takes time and the system sends a signal that tells rest of the player base what is about to happen, giving them a chance to A. stop restoration B. take over the whole thing. C. carve out a part of the territory by force D. Partner with the other group to share safe zone. Even with this, I think that an absolute safe zone might be a bit much, so perhaps it would require an upkeep of some sort, like constant high-ish power drain which needs to be supplied. This way a siege might still be a valid way to kill the zone. Alternatively, the safety might not be absolute but could be broken with sufficient firepower and perhaps some timer system. There was a discussion that veered to this topic in a thread on multi-block weapons (can't find anymore on the forum and trying to click old notification gives "you do not have permission to view this content"). This way there could be generally safe areas, but such that some organization couldn't just turn into invulnerable HQ citadel. Of course, there could be even other limitations like not being able to bring any weapons or weapons above a certain level in the protected territory (could make lore reason of that alien security system not letting them in). This way such area at least couldn't be used as an invulnerable shipyard to put out dreadnoughts without anyone being able to counter it. The final option Virtual Simulator:f is something I mainly like, sounds basically like a creative mode, that I remember some people asking. I still must admit that there are questions about how this would affect the players. Some share of people might just play mostly in creative instead of coming to the common universe (though paying monthly for single player, or even multiplayer creative construction tool might not attract too many). This is a totally valid worry. I owned Space engineers for years and hundreds of game hours without any real survival gameplay, just oversized creative projects. It might not be best for the MMO aspect if most excited builders don't show up most or some of the time. Personally, I would like to hear about protection/defence mechanics that aren't just total safe zone. Like if I set up a territory unit is there any protection things besides keeping people away with guns to prevent the first bypasser with a gun from lowing things up. Presumably, territory would prevent voxel manipulation but that doesn't protect from guns.
  2. Isn't it possible to alter voxels outside cores' areas. I at least remember seeing videos of DU where they just plop down and remove voxels without a core in sight (removing is kind of important for mining). Has that changed or is there some other reason people couldn't use that to make roads or bridges?
  3. Stig92

    Massive cave planet

    Could create really cool underground cities/bases. On related note, what do people think about an idea of a hollow earth planet? Either have like 50%voxel and 50% empty space with one massive cave under the surface layer or even twist physics a bit to have gravity turn outwards and walk in the inner surface with some light source in the middle. Finding one could also be tied to some kind of mystery/story of the world that would eventually give an explanation for its existence.
  4. Stig92

    The Dyson Sphere Initiative

    So now this community has gone from Death star (which devs called technically possible but unlikely) to a dyson sphere. NQ you are going to need more powerful servers. Oh and a Dyson swarm is more likely than fixed sphere, at least in the real world it would be.
  5. Stig92

    Armour ideas

    Looks like closest thing to stormtrooper in the real world.
  6. Stig92

    NovaWrimo 2017 Contest: Rules to participate

    @NQ-Nomad Two questions if you won't mind: 1. Should the prize show somewhere in profile or elsewhere or do I just get email or other contact about the matter when the rewards are actually relevant (at the time of alpha 2 as I've understood). 2. To confirm, the prize has the content they had in original kickstarter packs? https://ksr-ugc.imgix.net/assets/013/630/702/40b5f8aebb79d1946b24127cf5853155_original.jpg?w=680&fit=max&v=1473233986&auto=format&q=92&s=60de617c87413ffd127ad0f96639f7ec With these too? https://www.dualthegame.com/en/news/2018/03/07/supporter-rewards-for-founder-backers/ Very timely critique process by the way. I only wrote one full novel draft during that time.
  7. Stig92

    About Organizations

    If people want to play with small organizations they join/found organizations that stay small. To say that organization size for example should be limited because some want to play with smaller group makes no sense.
  8. Stig92

    materials and structure collision

    Considering one major reason for no collision damage (as far a I remember) was to reduce stress on servers which would have to do calculations for collision damage, it shouldn't really make a difference what you are ramming into.
  9. Stig92

    materials and structure collision

    I haven't played much MMOs but from everything I've heard whenever developers think they have something like that it is basically a "hold my beer" moment for the player base. I'm just wondering if that will happen with the death star in DU since NQ has stated it is technically possible but unlikely because of the resources and work we'd need. No collision damage should also be more forgiving for practicing pilots/drivers so all the construction work wont go to waste too easily in some accident.
  10. Stig92

    Neutrality Signs?

    How about this symbol then, placed on the hull at the closest point to main reactor or equivalent. (not mine, found on google)
  11. Stig92

    Neutrality Signs?

    To be at all efficient there would need to be a greater power to enforce it / punish those who shoot at neutral ship or pretend to be neutral ship. Big organization's might agree on such rules in some areas, maybe.
  12. Stig92

    Leave an org as founding member

    I'm bit confused. Are you talking about leaving an organization and letting other people keep going with it, or do you just want to throw everyone out and destroy the organization?
  13. Stig92

    Game needs Digfighting

    Very large fixed spinal weapons (Like Halo Mac guns) would be nice though. I hope such fit together with lock and shoot model. Could require keeping ship directed in certain direction with small deviance and then have the lock and fire model.
  14. Concerning the edit rights part of the discussion, I agree that the core is the key, but besides searching for hidden core the alternative ought to be to cut off pieces of wreck with some weapon/tool so the cut off part would become neutral and salvageable when it loses connection to the core. Capturing ships, which would be greater reward, would require finding the core and getting rid of it/ hacking it, but Hacking should only be possible if player really gets to the core. In terms of practicalities of salvaging wrecks it is resource collection like mining, so I wouldn't expect NQ to provide much if any more automation possibilities than with mining. Get out the airlock and work for the resources you lazy bastards. That being said, it also shouldn't be horribly limited as salvaging is activity much like mining. People here have talked about need to lose materials and when ship is in battle the destroyed parts where it got hit would undoubtedly lose material but disabling a ship or killing its grew doesn't require massive percentage of the ship to be lost and that shouldn't be artificially increased beyond what is actually destroyed in battle. Maybe there could be some process to recycle materials just as ores probably need refining when dug out of the ground, maybe that process could be a little less than 100% efficient.
  15. Stig92

    Pre-Alpha RAM requirement?

    Open airlock policy?
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